Looks cool, I still have to get the Mario version. Was it worth the purchase?
Hi PAD-GAF!
Long time lurker, PAD player, but first time PAD-GAF poster.
As someone, who owns the Mario version, I can offer some feedback on this question.
-- Was it worth the purchase? I'll say yes, although a certain perspective is really needed to enjoy them. Both games on the cart represent a mindset of "What would PAD have been if the game had evolved in a different way from what it did from its origins?".
** PADZ in my opinion is the weaker of the two games, likely because it is the older game of the two. PADZ adds interesting mechanics, such as a player defense stat (a physical mob does more than just be a HP stick), and a shared "charge" meter that is consumed to activate skills. Strategies have to be developed in recognition that a player cannot simply activate 3+ skills in the same turn for an easy mode win over bosses, like in PAD Mobile. That said, the abilities of the mobs are only from the vanilla version of the game. No awakenings, no plus orbs, no skillups, continues, etc. That really puts a damper on how much can be really achieved with the cards in the game creatively.
*** Mario, being the newer game, represent a very weird mix of old an new PAD game features. Many newer PAD features are present, yet others are strangely absent. For example, awakenings are in, but TPAs and row awakenings are missing. Haste, true damage, and skillups are in. Instead of using tamadras, a tamadra-like currency is used that has to grinded (very annoying late post game). Cards only can have one awakening, but can gain up to five of that awakening. Good awakenings (such as time extensions) get to be ridiculously expensive very fast, hence the grind. Rouge dungeon mechanics are in every level, although cards never restart at level 1. There are multiple paths through each stage, including secret ones, which is a very nice touch. Leader choices are awkward, because only certain cards can leaders (mario and luigi) and those cards can never be subs. Similarly, friend helpers are locked down in the same way. Leaders and helpers are awarded at different points of the game, in various levels of power creep, which forces the player to change playstyles after various worlds to keep up with the advancing difficulty creep. Lives (continues) are in, which the game expects the player to use to get past difficult boss stages (and normal stages post game). Some people liked that, others found it annoying. YMMV.
In the end, I liked both games, but found the Mario one to both more engaging and more frustrating at the same time. I didn't regret the purchase. I look forward to seeing how GungHo tweaks the formula in the new 3DS game to address the valid criticisms of the Mario PAD game.